Wish to add multifunctional Shader to Quest
nkt_にこまる
I want a multifunctional Shader like PoiyomiShader, Liltoon or UTS.
At this time, there is no Shader that can manage masks other than StandardLite, even though only a maximum of 4 Materials can be used to maintain Poor in Quest.
Furthermore, there is no Shader like Cutout or Stencil that can be used as a special avatar expression, so please add a new Shader.
This sentence was translated by DeepL so sorry if it is wrong, the following sentence is the original.
PoiyomiShaderやLiltoon、UTSのような多機能なShaderが欲しいです。
今のところ、QuestでPoorを維持するにはMaterialが4つまでしか使えないのにも関わらず、StandardLite以外にマスク管理が出来るShaderがありません。
さらに、CutoutやStencilの様な特殊だがアバターの表現として使えるShaderが一つもないため新たに追加してほしいです。
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el ff1493
if more then one person has the same shader they can be draw with one drawcall. multifunctional Shaders like Poiyomi cant do this because they need to turn off the features that aren't used. making them run like different shaders in terms of draw calls. so probably wont happen unless my understanding is flawed
Silent
An ideal solution would be to add support for MToon. MToon is designed for mobile devices with low specifications, like the Quest, and is maintained with the support of the VRM Consortium. It's also far, far more optimised than the above listed shaders, being made from the ground up in a simple and effective way.
lilxyzw
--- English ---
Shaders with many functions have a large performance impact when used in Quest. Ideally, shaders with only minimal functionality should be added.
- Shadows that can be colored by texture (switchable between UV0 and Ramp)
- Rim light, matcap, and emission and their masks (individually masked in RGB channels)
- UV scrolling of emission
- Stencils
- Normal map (which would be nice to have but affect performance)
The following features are popular but should not be made available in Quest.
- Outlines
This has a significant impact on performance as additional passes are required. Depth comparisons can be drawn in a single pass, but this is not compatible with VR because of the screen space effect.
- Transparent
The more the drawing area is increased, the more performance is affected because it is drawn over an opaque material.
--- Japanese ---
例に挙げられている多機能シェーダーはQuestで使用するには負荷が高いです。以下機能に絞って実装されたシェーダーが追加されると理想的です。
- テクスチャで色指定できる影(UV0とRampで切り替え可能)
- リムライト・マットキャップ・エミッションとそれらのマスク(RGBチャンネルで個別にマスク)
- エミッションのUVスクロール
- ステンシル
- ノーマルマップ(あると嬉しいですがこれは少し重い)
以下の機能は人気がありますが、Questで利用可能にすべきではありません。
- アウトライン
追加のパスが必要になるためパフォーマンスに大きな影響があります。深度の比較を行うことで1パスで描画することもできますが、スクリーンスペースの効果になるためVRとの相性が悪いです。
- 透過マテリアル
不透明のマテリアルの上に重ねて描画するため描画面積が増えれば増えるほどパフォーマンスに影響があります。
Kitty
Using transparency and cutout Shaders on quest could be detrimental to the overall performance and experience of quest users. This is because transparency on mesh is expensive, so not only would the game run slower when transparency is being used, but it could potentially run the quest 2 hotter, and shorten the battery life of the headset.
That being said, I'm sure there are already Shaders that exist, which can be used in VRChat worlds, but would have to be whitelisted by VRChat themselves to allow for uploading with an avatar. I'm not sure if VRChat wants to do that, there could be many reasons why they haven't done that, from licensing problems to compatibility issues.